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					     WHAT’S CHAPTER APPROVED
            ALL ABOUT?
   Each month, Chapter Approved takes a look at the
   Warhammer 40,000 game and its rules,
   introducing new scenarios, weapons, rules and
   army list entries of all types, frequently stolen from
   codexes in progress here at the Studio. It also acts
   as a forum for dedicated players of Warhammer
   40,000 who have produced inspired, well thought
   out and just plain brilliant additions to the game
   (as reviewed and arbitrated by that well-known
   model of fairness and balance – me). If you’ve got       Greetings citizens and welcome to Chapter Approved. This month
   something good for Chapter Approved then write           Lexmechanic Kelly has devoted his waking hours to the
   to me at the address given here.
   Note: Please don’t include rules queries etc, with
                                                            investigation of commando tactics in the 41st millennium, and has
   your letters, as the volume of mail means that in        wrought an experimental simulation of some cunning missions
   most cases I won’t be able to send individual            that involve just one squad of highly disciplined soldiers against
   replies.
                                                            the numerous, but often inefficient, soldiers of the enemy. This
          Andy Chambers (Chapter Approved),
                  Games Workshop,                           month the first half of his efforts are exposed to the galaxy, with
                 Willow Road, Lenton,                       their conclusion to follow. Should you need to destroy an enemy
                     Nottingham,
                     NG7 2WS, UK                            command cogitator, capture a governess or assassinate an alien
                                                            leader, this treatise on covert operations should prove invaluable.

                                                             KILL-TEAM by Phil Kelly

  WHAT IS KILL-TEAM ALL ABOUT?                              The Dirty Dozen, Where Eagles Dare,         Imperial Guard. In this way Kill-team can
  Phil: The notion of this small-scale                      Saving Private Ryan, Star Wars, Return      feature a team of Ork Kommandos
  game is based on those movies we all                      of the Jedi, Kelly’s Heroes… the list       sneaking into a Necron tomb complex, a
  know and love where a crack team of                       goes on. The veterans amongst you will      pack of Kroot mercs using cover of night
  experts (or desperadoes trained by a                      have spotted that this concept borrows      to ‘liberate’ a priceless Dark Eldar
  single-minded double-hard drill                           heavily from Gav Thorpe’s Last              artefact from its twisted shrine, or a
  instructor) go in and triumph against all                 Chancers (the hard-bitten Colonel           squad of Space Marine Scouts avoiding
  the odds. We’re all familiar with this                    Schaeffer and his recruits from the         patrolling gun drones on their mission to
  formula due to good old Uncle                             Imperial Guard Penal Legions – more on      assassinate a Tau Ethereal. Odds on
  Hollywood and the countless films that                    these chaps elsewhere in this issue), but   you’ll have enough models in your
  cover these themes: The Magnificent                       extends it into a games system for all      collection to assemble at least one Kill-
  Seven, Aliens, The Guns of Navarone,                      races rather than just focusing on the      team, and the necessary forces you’ll
                                                                                                        need to be the bad guys when it’s your
                                                                                                        opponent’s turn to be the desperadoes.
                                                                                                        Kill-team is best thought of as small-
                                                                                                        scale, objective-based Warhammer
                                                                                                        40,000, and is playable in an hour or
                                                                                                        less. If you’ve had a chance to try the
                                                                                                        ‘40K in 40 minutes’ system published
                                                                                                        back in WD 274, this is about the same
                                                                                                        level of simplicity and is easily playable
                                                                                                        during lunch, after hours or over a
                                                                                                        couple of drinks. You’ll need around ten
                                                                                                        models to play the good guys, although
                                                                                                        this varies slightly from race to race. The
                                                                                                        opponents, being grunts as opposed to
                                                                                                        elite commandos, will have more: these
                                                                                                        are almost always the basic troop type
                                                                                                        for that race. So you’ll find that if you
                                                                                                        regularly play a friend with Tyranids,
                                                                                                        you’ll likely be infiltrating your way
                                                                                                        through patrols of Gaunts to dump a
                                                                                                        melta bomb in the central spore
                                                                                                        chimney, and so on.
                                                                                                        Another area of the game that makes
                                                                                                        Kill-team appealing to veteran players is
                                                                                                        that it offers the possibility for your Kill-
                                                                                                        team to advance in skill. Unlike
                                                                                                        Mordheim, Path to Glory and

56 CHAPTER APPROVED
                            Imperial Guard Storm Troopers undertake a daring raid against a Tau landing pad.

Necromunda this will generally be             ● Mark a point (the central objective)         ● The protagonist gets first turn and
squad-level rather than individuals             that the Kill-team needs to reach in           may act as normal, retaining unit
gaining experience. In this way Kill-           order to fulfil its mission (see               coherency.
teams evolve and grow as you send               ‘Objectives’, below); this should really     ● The protagonist must reach the
them on different missions, but you             be in the centre of the table or at            objective by any means necessary
won’t have to shed any tears if half the        least nearby, but you’ll find the              and fulfil a criteria determined by
squad gets wiped out during the mission         scenery piece will usually dictate this.       mission to achieve a victory (a Kill-
(and they will… ).                              It should also be elevated if possible         team playing a Sabotage mission, for
Saying that, players should make every          so that bad guys can fall to their             instance, is automatically equipped
effort to personalise their Kill-team,          deaths onto spiked railings, into pools        with melta bombs and must
converting them to carry trophies or            of radioactive waste etc. All good             successfully destroy an AV14
special gear and keeping tracks of who          clean fun.                                     objective). These criteria can be
kills the most bad guys. A Stetson or         ● The protagonist begins the game with           taken from ‘objectives’ below or be
cigar (or squig and Iron Gob etc) here                                                         agreed upon between the players.
                                                one Kill-team (basic or elite, but for
and there can really get across the                                                            The antagonist must destroy the
                                                this month we’ll stick to basic teams),
feeling of a gang of desperate but                                                             entire Kill-team to achieve a victory.
hardcore soldiers. You might even want          which will usually include a Sergeant
                                                                                               All other considerations are irrelevant.
to give them names, especially your Kill-       of some sort. The number of
                                                operatives varies for each race              ● The antagonist may activate or
team’s leader, who will generally be
                                                depending on how capable they are;             deactivate up to D6 goon squads at
kicking the most alien butt. You can
                                                for instance a Kroot Carnivore Kill-           the beginning of each turn. Only
complete the missions without Sarge,
                                                team would have 14 members,                    activated goon squads can move
but it’s an awful lot trickier.
                                                whereas a Kill-team comprising of              (you might want to place a coloured
This month we’ll cover the basic rules                                                         dice or token by activated goon
                                                Necron Flayed Ones would only
and throw a few ideas into the pot for                                                         squads). Bear in mind that although
                                                number 8.
creative players to get started. Next                                                          activated goon squads can move,
month we’ll look at a few advanced            ● The antagonist begins the game with            they won’t necessarily move in the
missions, elite Kill-teams, some cool           a varying number of models. He may             direction the antagonist wants. It is
wargear (silencers, las-traps and so            choose which race he fields. See the           often advisable to leave the goon
forth) and rules for Boss Goons. For            Kill-team Numbers table later in this          squads nearest the objective
now, though, let’s take a look at the           article for more details.                      deactivated (and therefore static) for
basic rules.                                  ● The antagonist sets up his models in           the first few turns so they don’t
                                                groups of 3 anywhere within 12" of             wander off and leave the Kill-team a
KILL-TEAM BASIC RULES                           the objective. Each of these groups is         clear run at their objective.
Setup                                           called a goon squad. No goon squad             Deactivated squads remain in place,
● The good guys (protagonists) face             can be deployed within 6" of any               no doubt swapping stories about the
  off against the bad guys                      other. All goon squads start the game          girls/she-fungi/tentacled brood-beasts
  (antagonists) on a 4' by 4' table. The        deactivated (more on this later).              back home.
  antagonist sets up the terrain, it’s his                                                   ● In the Movement phase of the
  territory after all. This should ideally    Playing Kill-team                                antagonist’s turn, each activated
  feature a large and impressive              ● The protagonist may choose which               goon squad moves as if it were a
  scenery piece as the central                   table edge his Kill-team deploy from.         single sentry. That means that during
  objective.                                     They enter play from that table edge.         the antagonist’s Movement phase,

                                                                                                                                          56
     each player rolls a dice (the control                     klaxon counters accrued) of the Kill-team      beginning of that turn that is taken into
     roll) for each goon squad in turn: the                    for any reason (even enemy assaults) it        account). In this way, as the alarm is
     player that scores highest moves the                      has spotted the intruders and becomes          raised, goon squads will quickly move
     members of the goon squad that                            aware, and may act as normal; moving,          to reinforce their brethren. A goon
     many inches in the direction of his                       shooting, and assaulting under the             squad cannot accrue more than one
     choice. This dice roll is modified by                     antagonist’s control for the rest of the       klaxon counter per phase.
     the number of klaxon counters the                         game. Whenever a goon squad
     antagonist has accrued (see below).                       becomes aware, for whatever reason,          Example: The protagonist has his
     Goon squads can never move more                           add a klaxon counter to the antagonist’s     Kroot Kill-team near their goal, an
     than 6" regardless of their special                       store. They may not accrue further           unexploded bomb, but has had to
     rules (fleet of foot for example) due to                                                               stealthily dispatch an Imperial Guard
                                                               counters. It really doesn’t matter what
                                                                                                            goon squad on his way. The players roll
     the fact they are moving with caution,                    you use for klaxon counters, but keep        to see who controls each activated
     and may never move off the table.                         those you have accrued in a separate         goon squad. For the goon squad
     See Diagram 1 for an example.                             pile. Note that you get one klaxon           nearest the Kill-team, both players get
  ● If the result of the control roll is a                     counter per squad, not per model. Also       lucky and roll a 6, and because the
    draw (taking into account any                              add a klaxon counter whenever the Kill-      antagonist has a klaxon counter his
                                                               team shoots.                                 total is raised to 7. The antagonist wins
    modifiers for klaxon counters etc) the
                                                                                                            control and moves the goons 6" (the
    antagonist player moves the squad                    ● Each klaxon counter accrued in this              maximum) directly toward the Kill-team.
    that number of inches, as even the                     way adds +1 to the dice roll for                 Members of the goon squad are now 4"
    thickest henchman has a brain and                      controlling each goon squad and +1 to            away (the Guardsman goon’s Initiative
    will act sensibly more often than not.                 the basic spotting distance value                of 3 plus one for a klaxon counter
  ● Each time a goon squad (activated or                                                                    accrued earlier in the game) and have
                                                           determined by the goon squad’s
                                                                                                            therefore spotted the Kill-team.
    deactivated) comes within spotting range               Initiative (note that it is the number of
                                                                                                            Awooga! Another klaxon counter is
    (its Initiative value plus the number of               klaxon counters accrued at the
                                                                                                            added to the antagonist’s store, and
                                                                                                            although he will only have his +1 to his
                                                                                                            control rolls and spotting range until the
                                                                                         Diagram 1          beginning of next turn, he will have +2
         team                         Antagonist
    Kill-                                                                                                   next turn and can now shoot and
                                      wins roll                                                             assault with the goon squad in spotting
                                      with a 6.
                                                                                                            range, because it has become aware.
                                 6"
                                                                                                            Who knows, he may even kill a couple
                                                                                                            of the protagonist’s precious operatives
                                                                                                            or delay them until next turn when the
                                                                                                            rest of the goons, adding +2 to their
                                                                                                            control rolls and therefore travelling
                3"                                                                                          faster, race towards the scene…
            Antagonist
            wins roll
            with a 3.                              Objective                                               ● Kill-teams are fearless and hence will
                                                                                                             automatically pass their Ld tests, whilst
                                                                                                             goon squads test on their unmodified
  Protagonist                                                                                                Leadership for all Morale tests,
  wins roll with                                                                                             including regrouping. All other
  a 5, and
  moves goon                                                                                                 considerations for such tests are
  squad away                                                                                                 ignored (All On Your Own tests, enemy
                 5"                                                               Activated Goon Squad
  from Kill-                                                                                                 within 6", Drone leadership etc).
  team.                                                                           Deactivated Goon Squad
                                                                                                           ● Kill-teams roll for Difficult Terrain as
                                                                                                             normal, whereas goon squads ignore
                                                                                                             difficult terrain altogether: it’s their
                                                                                         Diagram 2           territory and they know their way
                                                                                                             around pretty well.
                                                                            The antagonist has
          Kill -team                                                                                       ● Kill-teams may only consolidate after
                                                                            1 klaxon accrued.
                                                                                                             combat; their mission is too
                                                                            The protagonist                  important for them to go haring off
                                                                            rolls a 4.                       after bad guys.
                                                                            The antagonist also            ● Goon squads will fall back toward the
                      Spotting
                                                                            rolls a 4 but gets +1            nearest table edge or toward the
                       Range                                                for the klaxon counter           objective, depending on which is
                                                                            for a total of 5.                nearest. They will automatically rally
                                                                            The goon squad                   if they reach the objective and may
                5"                                                          therefore moves 5",              act as normal from their next turn.
                                                                            and because they are             Fleeing goon squads cannot accrue
                                                                            within spotting range            klaxon counters.
                                                                            (Initiative + number of        ● There is no turn length, play until the
                                                                            klaxon counters)                 Kill-team is dead or the objective is
                                                                            accrue a further
                                                                                                             met. Then swap sides and let the other
                                                                            klaxon counter.
                                                                                                             guy play the Kill-team– he can choose
                                                                                                             a different race if desired.

56 CHAPTER APPROVED
           orm up!” barked Veteran

“F         Sergeant Heisen as the last
           of the Harakoni Warhawk’s
Kill-team hit the ground, rolling and
detaching their grav-gliders in one
practiced movement. Around him, his
squad took position in the wooded
clearing, reporting their status in clear,
clipped voices as they activated their
weapons. The night air filled with a
thin, keening chord as Trooper Van
Stoken charged his plasma gun.
Heisen thumbed his visor to
thermomagnocular setting and zoomed
in on the enemy’s position. Three
massive Hydra flak tanks, captured by
the Orks, squatted in formation on the
ridge. The artillery cover they afforded
was allowing the Orks to establish a
perimeter practically unmolested, as
their comrades in the Marauder bomber
squadrons had already taken heavy
losses testing the Ork defenses. He
could see the crude glyph-plates and
grisly trophies that adorned their           merging into a cacophony as shouts           of the charging Ork. It flew back six
rusting chassis, and small figures picked    and squeals of alarm began to echo           feet, a smoking stump where its head
out in red swarming around the tracks.       round the clearing. Dallere was pulled       should be.
                                             down by the sheer number of the
“Kill-team Delta, advance. Dallere on                                                     “Neutralise that tank! DO IT!” shouted
                                             scratching, biting runts, his visor ripped
point,” ordered Heisen, “let’s make this                                                  Heisen at the plasma gunner, his
                                             off and his scream silenced by a well-
clean and quick.” The Harakoni                                                            uniforms slick with gore, kneeling as
                                             aimed spanner blow.
Warhawks ghosted through the forest,                                                      his weapon recharged with a rising
moving silently and quickly up to the        Heisen heard a bellowing roar and span       whine. The four autocannons of the
forest edge, each of them flattening         on his heel to see a bulky, scarred          Hydra clacked slowly toward him as
their back against the thick trunk of a      Ork dive toward him. He raised his           the turret rotated. Orks were famously
tree. Behind them, small teams of            weapon a split second too late, and the      inaccurate, but with this amount of
green-skinned slave-runts swarmed over       beast smashed him to the ground,             firepower accuracy was not an issue.
the anti-aircraft tanks. Heisen flicked      knocking his antique shotgun out of          The rising pitch of the plasma weapons
open his comm-bead and took a deep           his hands. His thick carapace armour         seemed unbearably slow as the massive
breath.                                      absorbed the impact. Heisen rolled           cannon took a bead on Van Stoken’s
                                             with the blow, coming up in a crouch         position. Heisen got a look straight
“GO!” shouted Heisen, and as one his         and drawing his combat knife in one          down one of the barrels before the
squad swung around from behind the           fluid motion. The Ork barrelled              tank was blown apart in an earth-
cover of the trees. Van Stoken               forward but Heisen was ready for it,         shaking explosion that would have
discharged his plasma gun at the rear        and slashed the serrated blade of his        blinded anyone without a
of the first Hydra, blowing it apart in      knife across the Ork’s eyes as he dived      photochromatic visor. Heisen finally
a rain of molten metal. The other            to one side. All around him, the             breathed out; the clearing was silent
Harakonis opened fire with their             percussive force of hellgun blasts blew      but for the bubbling hiss of molten
hellguns, explosions of blood and flesh      the milling slave-runts apart, but from      metal.
marking where teams of slave-runts had       the corner of his eye Heisen saw the
been a moment before. Green limbs                                                         “Heisen to Drako squadron, commence
                                             last of the remaining Hydra turrets was
were flung high into the air as the                                                       bombardment when ready. Heisen out”.
                                             being brought to bear on his squad.
Harakonis aimed and fired again and                                                       The Veteran Sergeant clipped his
                                             Worse still, the alien brute was coming
again. Van Stoken, aiming his plasma                                                      custom shotgun back into place and
                                             for him again; the damned thing
                                                                                          motioned for his squad to move out.
gun like a rifle, took a bead on the         wouldn’t stay down. He flicked his
second Hydra, a bright bolt of               shotgun up from the ground with his          As the Kill-team slipped silently away
superheated energy impacting with the        foot, caught it and racked the slide         from the wrecked Hydras, the Ork
tank’s fuel compartment. The screams         with one hand before smoothly                camps behind them began to erupt in a
of burning slave-runts filled the air,       whipping it round into the gaping maw        string of incandescent explosions.


                                                                                                                                   56
  To play a game of Kill-team, follow these                                          ● Each Kill-team is equipped with frag                                                                    2. CHOOSE OBJECTIVE
  simple steps:                                                                        grenade equivalents (even Kroot,                                                                        The next step is to choose a basic
                                                                                       Flayed Ones and Genestealers –                                                                          mission, either mutually agreed upon
  1. CHOOSE FORCES                                                                     they are infiltrating defended                                                                          or randomly determined, from the list
  The first step is to choose your forces.                                                                                                                                                     below. Alternatively, make your own up
                                                                                       positions after all). This is above and
  Use the tables below to find out how                                                                                                                                                         and go for it. Some are more difficult to
  many models you will need for the                                                    beyond the normal rules for that troop
                                                                                                                                                                                               win than others, so you might want to
  protagonist and antagonist to play the                                               type. One more time: all Kill-teams
                                                                                                                                                                                               start with a simple Sabotage mission
  missions. For instance, if you play Tau                                              count as having frag grenades.                                                                          and work up to the trickier ones.
  and your buddy plays Tyranids, you will                                            ● Kill-teams without special weapons or
  need a Kill-team of 14 Kroot and your                                                Sergeants are more numerous to                                                                          Mission 1 – SABOTAGE
  friend will need 9 3-strong goon squads                                                                                                                                                      The Kill-team must infiltrate the enemy
                                                                                       make up for the deficit in funky
  of Termagants. Of course, you might end                                                                                                                                                      position and destroy an object of
  up using different models to represent                                               wargear. All basic Kill-teams are                                                                       utmost importance to their overall
  the goon squads, but seeing as all                                                   roughly the same points cost.                                                                           battle plan.
  goons are identical you don’t need to                                              ● Elite Kill-teams (for instance, 5 Tau                                                                   Sabotaging Kill-teams count as being
  worry too much. Kill-teams will have a                                               XV Stealth Suits instead of 14 Kroot                                                                    equipped with melta bombs in addition
  single special weapon, or none at all.                                               warriors) can be personalised, but                                                                      to their usual equipment. The central
  There are some other guidelines to bear                                              we’ll talk more about that next month.                                                                  objective, which can be represented by
  in mind when using a Kill-team:                                                                                                                                                              a pile of crates, a cogitator bank and
                                                                                                                                                                                               so forth, must be destroyed in order for
                                                                                                                                                                                               the Kill-team to win. The central
                                 KILL-TEAM CONTENTS TABLE                                                                                                                                      objective counts as an immobile AV 14
                                                                                                                                                                                               vehicle that ignores glancing hits but is
   Kill-team                     No. Special Weapon                                                  Sergeant                                                                                  destroyed by any penetrating hits.
   Space Marine Scouts             9              Sniper rifle1                                      Veteran Sergeant with                                                                     You might like to increase the difficulty
                                                  (one per team)                                     power weapon & bolt pistol                                                                of the Sabotage mission by
   Chaos Space Marines             8              Flamer                                             Aspiring Champion with                                                                    incorporating more than one objective
                                                                                                     power weapon & bolt pistol                                                                that must be destroyed for the Kill-
   Eldar Striking Scorpions        7              None                                               Exarch with power claw                                                                    team to succeed.
   Ork Kommandos2                 11              Burna                                              Nob with power claw                                                                       Mission 2 – ASSASSINATE
   Dark Eldar Wyches             12               Shredder                                           Succubus with splinter pistol &                                                           The Kill-team must find an individual
                                                                                                     Agoniser                                                                                  key to the enemy’s strategy and
   Tyranid Genestealers            9              None                                               None                                                                                      ensure his death in any way they can.
   Kroot Carnivores              14               None                                               Shaper with Kroot rifle                                                                   The central objective is an individual of
                                                                                                                                                                                               utmost importance to the enemy’s
   Necron Flayed Ones              8              None                                               None
                                                                                                                                                                                               strategies. They must be killed quickly
   Storm Troopers                13               Plasma gun                                         Veteran Sergeant with                                                                     and cleanly. You will need an
                                                                                                     power weapon & plasma pistol                                                              appropriate miniature. For game
   1
     Sniper rifles, when fired at a lone goon, do not add a klaxon counter to the                                                                                                              purposes this model will have the
   antagonist’s store if the goon is killed.                                                                                                                                                   following profile:
   2
       Ork Kommandos can be armed with slugga+choppa or shootas but may not mix.                                                                                                               WS BS S       T   W    I    A   Ld   Sv
                                                                                                                                                                                                3   3    3   4    2   3    1   10       6+
                                                                                                                                                                                               They may not move but will act as
                                                                                                                                                                                               normal if attacked in any way. The Kill-
                                                                                                                                                                                               team must kill this individual to achieve
                                                                                                                          Tau Gun Drones

                                                                                                                                           Necron Warriors
                                                                   Eldar Guardians




                                                                                                                                                                              Storm Troopers
                                                   Chaos Marines
                                  Space Marines




                                                                                                                                                             Imperial Guard




                                                                                                                                                                                               a victory.
           KILL-TEAM
                                                                                                             Termagants
                                                                                                Dark Eldar




                                                                                                                                                                                               Mission 3 – ESCAPE
                                                                                     Ork Boyz




           NUMBERS                                                                                                                                                                             The Kill-team have fulfilled their
             TABLE                                                                                                                                                                             objective, and must get the hell out of
                                                                                                                                                                                               Dodge with as many of their number
                                                                                                                                                                                               alive as possible…
   Basic Kill-team                  No of opposing 3-man goon squads
                                                                                                                                                                                               There is no central objective in the
   Space Marine Scouts              5                5                8               8           8            9             6                 5             10                  6             Escape mission. Instead, the Kill-team
   Chaos Space Marines              5                5                8               8           8            9             6                 5             10                  6             must cross to the opposite side of the
   Eldar Striking Scorpions         5                5                8               8           8            9             6                 5             10                  6             board from which they entered. If any
                                                                                                                                                                                               remaining members of the Kill-team
   Ork Kommandos                    5                5                8               8           8            9             6                 5             10                  6
                                                                                                                                                                                               manage to move off that board edge
   Dark Eldar Wyches                5                5                8               8           8            9             6                 5             10                  6             for any reason, they have won.
   Tyranid Genestealers             5                5                8               8           8            9             6                 5             10                  6
                                                                                                                                                                                               Mission 4 – LAST STAND
   Kroot Carnivores                 5                5                8               8           8            9             6                 5             10                  6
                                                                                                                                                                                               Though the Kill-team has fulfilled its
   Necron Flayed Ones               5                5                8               8           8            9             6                 5             10                  6             mission, the alarm has been raised.
   Storm Troopers     1
                                    5                5                8               8           8            9             6                 5             10                  6             Stealth has had to be replaced by
                                                                                                                                                                                               brute force if the Kill-team are to
   1
       Note that Daemonhunters and Imperial Guard both use Storm Troopers as their Kill-team.
                                                                                                                                                                                               survive.


56 CHAPTER APPROVED
In the Last Stand mission, the roles are
reversed. The Kill-team starts on the
central objective, and the goon squads
start no further than 12" away from any
table edge. The antagonist starts the
game with one klaxon counter. The Kill-
team must kill all of the antagonist’s
goon squads or die in the attempt. It’s
going to be bloody…
This mission can also follow on from the
Sabotage and Assassinate missions.

Mission 5 – HIT AND RUN
The Kill-team must reach a
predetermined point on the battlefield        With the alarm raised the Striking Scorpions must battle through a horde of Termagants.
and achieve a set objective before
getting back to base.                        Mission 2 – ASSASSINATE                       ● Fight for their lives after a teleporter
The central objective in this mission        The Kill-team must…                             malfunction drops them into the heart
must be reached by the Kill-team             ● Kill an enemy commander on his way            of the enemy lines.
(touched by at least one model) and            to the front lines in his personal          ● Revenge their fallen brethren whilst
have a model in contact with it for a full     transport.                                    preventing their bodies from being
turn. It can be assaulted. The Kill-team     ● Kill a double agent of the same race          defiled.
succeed in their mission if they               as the Kill-team before he imparts          ● Take as many of the enemy with
subsequently manage to move at least           vital information.                            them as possible as the Space Hulk’s
one member of the team off the table.                                                        denizens realise their presence on
                                             ● Take out a Tyranid node-beast to
                                               collapse the nearby hive mind synapse         the ship.
Mission 6 – RECONNOITRE
The Kill-team must thoroughly assess           web.                                        Mission 5 – HIT AND RUN
the enemy’s capabilities and military        ● Put a bullet in the skull of a corrupt      The Kill-team must…
capacity without alerting the enemy to         governor during a grand address
their presence.                                                                            ● Place a teleport homer in the middle
                                               from his balcony.                             of an enemy encampment so the
There is no central objective in a           ● Destroy a revered prophet, crippling          reinforcements can arrive.
Reconnoitre. The Kill-team must cover          the enemy morale.
the board, determining information. They                                                   ● Start a landslide that buries an
achieve their objective if they manage to    ● Put a doomed companion out of the             enemy column and get out before it
traverse a circuit around the central          misery inflicted by his torturers, taking     takes the Kill-team out too.
point whilst coming no closer than 6" to       as many bad guys down as possible           ● Access data from an enemy
it, and have at least one model return to      on the way.                                   command cogitator and get it back to
the board edge that they started from.                                                       base.
                                             Mission 3 – ESCAPE
This is one to play really stealthily…                                                     ● Place a chronodetonator on the
                                             The Kill-team must…
                                                                                             foundation pillar of an enemy temple.
3. CHOOSE STORYLINE                          ● Reach the edge of a cliff and activate
Below are some ideas for the narrative         their grav-chutes, flying to freedom.       ● Kickstart a doomsday device that the
behind your Kill-team game. Naturally,                                                       enemy were planning to deploy in
                                             ● Stay one step ahead of the alien tide
these are not to be strictly adhered to,                                                     battle.
                                               or face a gribbly death.
they are merely suggestions that you                                                       ● Poison the enemy’s water supply.
                                             ● Get inside the basement vault before
might like to adapt depending on what                                                      ● Place a beacon so that the ensuing
you have in your model and scenery             the demolition charges take out the
                                               building.                                     orbital strike is as accurate as it is
collection.                                                                                  lethal.
                                             ● Climb out of an alien-infested trash
Mission 1 – SABOTAGE                           compactor before the Kill-team              Mission 6 – RECONNOITRE
The Kill-team must…                            becomes wafer thin.                         The Kill-team must…
● Trigger the eruption of a volcano.         ● Reach their ship and get into space         ● Escort a data-drone around a
● Destroy a vital datacube at the centre       before the Exterminatus begins.               precious facility currently in enemy
  of a complex electronic array.                                                             hands.
                                             Mission 4 – LAST STAND
● Cripple a spaceship’s warp drive so                                                      ● Cleanse the area around a warp gate
                                             The Kill-team must…
  that the enemy cannot escape.                                                              of any enemy sentries.
                                             ● Face the consequences of destroying
● Disable a force field generator on a                                                     ● Complete a dark ritual that comes to
                                               a massive Tyranid brood-beast.
  forest moon.                                                                               fruition only once they have sewn the
                                             ● Rampage through an infested hive              soil with a circle of blood.
● Destroy a blasphemous shrine to              city killing everything they find.
  Chaos in mid-ritual.                                                                     ● Plot a route for the main advance
                                             ● Cleanse and burn an enemy                     through enemy territory.
● Take out an enemy artillery position.        headquarters to cripple the enemy           Right, that’s it for this month, next month
● Detonate the power conduit at the            command structure.                          I’ll conclude the Kill-team game with
  heart of a Necron tomb complex.            ● Take down as many of the enemy as           plenty more, including rules for protagonist
● Blow a hole in the side of a                 possible before the plague finishes them    and antagonist specialist equipment. Now,
  spaceship during warp travel.                off.                                        to take down that bridge…

                                                                                                                                          56

				
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